(This document is intended as a supplement to the MTR and Competitive REL IPG)
Previously the MTRA-IPGA
MTRA 2.1: A match consists of a single game of magic. In the event the game would result in a draw, the match is considered to have ended in a draw. This applies during all portions of an event. If a draw is to occur during a single elimination round the highest ranked player is considered to advance.
MTRA 2.2: Players are seated in a predetermined order established by pairing software, with Seat One as the starting player.
MTRA 2.3: Commanders are revealed prior to shuffling and presenting decks. A game should not start until all players are present or 5 minutes have elapsed in the round.
MTRA 2.4:There are no additional turns. The game ends when the active player passes their turn, it reaches 20 minutes past end of round, or a winner is declared (whichever comes first). If a non-active player is acting in the end step of the active turn, when time is called, the subsequent turn becomes the final turn.
MTRA 2.5: During a multiplayer game, players are encouraged to concede while they have priority, and the stack is empty on their own turn. A player who needs to concede at any other time will be dropped from the event and must talk to a tournament organizer in order to re-enter. In this case, a judge will facilitate any mandatory actions of the conceded player until the stack is empty. In the event this happens in response to combat, the turn will be facilitated until the end of combat.
MTRA 3.1: Any player receiving a bye will have 3 opponents added to their opponent history with a 0.2 win rate percentage.
MTRA 3.13: Clarification on Hidden Information. Hidden information is a resource to be shared at the controlling player's own discretion and may be shown to as many players as they choose. If a player is shown the face or faces of cards in a hidden zone, they may not display those cards to anyone at the table who does not have permission to see them. Players are, however, free to communicate this type of information both verbally or through written notes. Notes used in this manner must still remain visible but still follow guidelines outlined in MTR 2.11 for taking notes.
Example: While controlling a player with effects such as Opposition Agent or Mindslaver effects, hidden information you legally have access to permits you to be able to share or reveal it as though it were hidden information you control.
MTRA 4.1: The active player may request the table to stop excessively influencing game actions to progress play. Failure to do so may result in an Unsporting Conduct - Minor penalty.
MTRA 4.8: Addition to Reversing Decisions. Due to the social nature of the format players may be influenced to reverse decisions. Opponents advising players to take back an action must clearly state any information communicated is done with intent to reverse the decision. A Judge should make this determination and should be certain any information communicated was done so with intent to reverse the action.
Example: Player B casts a Counterspell targeting Player A’s spell, and Player C tells B to hold it for something else. B may undo the cast.
Players earn 5 match points for each match win, 0 points for each match loss, and 1 match point for each match ending in a draw. Players receiving byes are considered to have won the match. All players listed on a Match must agree to an intentional draw in order to report a Match as such.